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1002 lines
26 KiB
1002 lines
26 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A slow-moving, once-human headcrab victim with only melee attacks.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "doors.h"
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#include "simtimer.h"
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#include "npc_BaseZombie.h"
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#include "ai_hull.h"
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#include "ai_navigator.h"
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#include "ai_memory.h"
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#include "gib.h"
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#include "soundenvelope.h"
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#include "engine/IEngineSound.h"
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#include "ammodef.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// ACT_FLINCH_PHYSICS
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ConVar sk_zombie_health( "sk_zombie_health","0");
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envelopePoint_t envZombieMoanVolumeFast[] =
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{
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{ 7.0f, 7.0f,
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0.1f, 0.1f,
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},
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{ 0.0f, 0.0f,
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0.2f, 0.3f,
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},
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};
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envelopePoint_t envZombieMoanVolume[] =
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{
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{ 1.0f, 1.0f,
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0.1f, 0.1f,
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},
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{ 1.0f, 1.0f,
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0.2f, 0.2f,
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},
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{ 0.0f, 0.0f,
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0.3f, 0.4f,
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},
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};
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envelopePoint_t envZombieMoanVolumeLong[] =
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{
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{ 1.0f, 1.0f,
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0.3f, 0.5f,
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},
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{ 1.0f, 1.0f,
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0.6f, 1.0f,
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},
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{ 0.0f, 0.0f,
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0.3f, 0.4f,
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},
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};
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envelopePoint_t envZombieMoanIgnited[] =
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{
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{ 1.0f, 1.0f,
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0.5f, 1.0f,
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},
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{ 1.0f, 1.0f,
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30.0f, 30.0f,
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},
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{ 0.0f, 0.0f,
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0.5f, 1.0f,
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},
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};
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//=============================================================================
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//=============================================================================
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class CZombie : public CAI_BlendingHost<CNPC_BaseZombie>
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{
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DECLARE_DATADESC();
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DECLARE_CLASS( CZombie, CAI_BlendingHost<CNPC_BaseZombie> );
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public:
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CZombie()
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: m_DurationDoorBash( 2, 6),
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m_NextTimeToStartDoorBash( 3.0 )
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{
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}
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void Spawn( void );
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void Precache( void );
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void SetZombieModel( void );
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void MoanSound( envelopePoint_t *pEnvelope, int iEnvelopeSize );
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bool ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold );
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bool CanBecomeLiveTorso() { return !m_fIsHeadless; }
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void GatherConditions( void );
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int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
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int TranslateSchedule( int scheduleType );
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#ifndef HL2_EPISODIC
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void CheckFlinches() {} // Zombie has custom flinch code
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#endif // HL2_EPISODIC
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Activity NPC_TranslateActivity( Activity newActivity );
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void OnStateChange( NPC_STATE OldState, NPC_STATE NewState );
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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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virtual const char *GetLegsModel( void );
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virtual const char *GetTorsoModel( void );
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virtual const char *GetHeadcrabClassname( void );
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virtual const char *GetHeadcrabModel( void );
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virtual bool OnObstructingDoor( AILocalMoveGoal_t *pMoveGoal,
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CBaseDoor *pDoor,
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float distClear,
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AIMoveResult_t *pResult );
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Activity SelectDoorBash();
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void Ignite( float flFlameLifetime, bool bNPCOnly = true, float flSize = 0.0f, bool bCalledByLevelDesigner = false );
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void Extinguish();
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int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo );
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bool IsHeavyDamage( const CTakeDamageInfo &info );
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bool IsSquashed( const CTakeDamageInfo &info );
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void BuildScheduleTestBits( void );
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void PrescheduleThink( void );
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int SelectSchedule ( void );
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void PainSound( const CTakeDamageInfo &info );
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void DeathSound( const CTakeDamageInfo &info );
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void AlertSound( void );
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void IdleSound( void );
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void AttackSound( void );
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void AttackHitSound( void );
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void AttackMissSound( void );
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void FootstepSound( bool fRightFoot );
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void FootscuffSound( bool fRightFoot );
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const char *GetMoanSound( int nSound );
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public:
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DEFINE_CUSTOM_AI;
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protected:
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static const char *pMoanSounds[];
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private:
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CHandle< CBaseDoor > m_hBlockingDoor;
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float m_flDoorBashYaw;
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CRandSimTimer m_DurationDoorBash;
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CSimTimer m_NextTimeToStartDoorBash;
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Vector m_vPositionCharged;
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};
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LINK_ENTITY_TO_CLASS( npc_zombie, CZombie );
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LINK_ENTITY_TO_CLASS( npc_zombie_torso, CZombie );
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//---------------------------------------------------------
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//---------------------------------------------------------
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const char *CZombie::pMoanSounds[] =
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{
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"NPC_BaseZombie.Moan1",
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"NPC_BaseZombie.Moan2",
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"NPC_BaseZombie.Moan3",
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"NPC_BaseZombie.Moan4",
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};
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//=========================================================
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// Conditions
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//=========================================================
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enum
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{
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COND_BLOCKED_BY_DOOR = LAST_BASE_ZOMBIE_CONDITION,
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COND_DOOR_OPENED,
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COND_ZOMBIE_CHARGE_TARGET_MOVED,
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};
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//=========================================================
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// Schedules
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//=========================================================
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enum
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{
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SCHED_ZOMBIE_BASH_DOOR = LAST_BASE_ZOMBIE_SCHEDULE,
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SCHED_ZOMBIE_WANDER_ANGRILY,
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SCHED_ZOMBIE_CHARGE_ENEMY,
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SCHED_ZOMBIE_FAIL,
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};
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//=========================================================
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// Tasks
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//=========================================================
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enum
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{
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TASK_ZOMBIE_EXPRESS_ANGER = LAST_BASE_ZOMBIE_TASK,
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TASK_ZOMBIE_YAW_TO_DOOR,
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TASK_ZOMBIE_ATTACK_DOOR,
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TASK_ZOMBIE_CHARGE_ENEMY,
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};
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//-----------------------------------------------------------------------------
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int ACT_ZOMBIE_TANTRUM;
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int ACT_ZOMBIE_WALLPOUND;
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BEGIN_DATADESC( CZombie )
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DEFINE_FIELD( m_hBlockingDoor, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flDoorBashYaw, FIELD_FLOAT ),
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DEFINE_EMBEDDED( m_DurationDoorBash ),
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DEFINE_EMBEDDED( m_NextTimeToStartDoorBash ),
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DEFINE_FIELD( m_vPositionCharged, FIELD_POSITION_VECTOR ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CZombie::Precache( void )
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{
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BaseClass::Precache();
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PrecacheModel( "models/zombie/classic.mdl" );
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PrecacheModel( "models/zombie/classic_torso.mdl" );
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PrecacheModel( "models/zombie/classic_legs.mdl" );
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PrecacheScriptSound( "Zombie.FootstepRight" );
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PrecacheScriptSound( "Zombie.FootstepLeft" );
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PrecacheScriptSound( "Zombie.FootstepLeft" );
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PrecacheScriptSound( "Zombie.ScuffRight" );
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PrecacheScriptSound( "Zombie.ScuffLeft" );
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PrecacheScriptSound( "Zombie.AttackHit" );
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PrecacheScriptSound( "Zombie.AttackMiss" );
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PrecacheScriptSound( "Zombie.Pain" );
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PrecacheScriptSound( "Zombie.Die" );
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PrecacheScriptSound( "Zombie.Alert" );
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PrecacheScriptSound( "Zombie.Idle" );
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PrecacheScriptSound( "Zombie.Attack" );
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PrecacheScriptSound( "NPC_BaseZombie.Moan1" );
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PrecacheScriptSound( "NPC_BaseZombie.Moan2" );
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PrecacheScriptSound( "NPC_BaseZombie.Moan3" );
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PrecacheScriptSound( "NPC_BaseZombie.Moan4" );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CZombie::Spawn( void )
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{
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Precache();
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if( FClassnameIs( this, "npc_zombie" ) )
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{
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m_fIsTorso = false;
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}
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else
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{
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// This was placed as an npc_zombie_torso
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m_fIsTorso = true;
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}
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m_fIsHeadless = false;
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#ifdef HL2_EPISODIC
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SetBloodColor( BLOOD_COLOR_ZOMBIE );
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#else
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SetBloodColor( BLOOD_COLOR_GREEN );
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#endif // HL2_EPISODIC
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m_iHealth = sk_zombie_health.GetFloat();
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m_flFieldOfView = 0.2;
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CapabilitiesClear();
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//GetNavigator()->SetRememberStaleNodes( false );
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BaseClass::Spawn();
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m_flNextMoanSound = gpGlobals->curtime + random->RandomFloat( 1.0, 4.0 );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CZombie::PrescheduleThink( void )
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{
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if( gpGlobals->curtime > m_flNextMoanSound )
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{
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if( CanPlayMoanSound() )
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{
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// Classic guy idles instead of moans.
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IdleSound();
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m_flNextMoanSound = gpGlobals->curtime + random->RandomFloat( 2.0, 5.0 );
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}
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else
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{
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m_flNextMoanSound = gpGlobals->curtime + random->RandomFloat( 1.0, 2.0 );
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}
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}
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BaseClass::PrescheduleThink();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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int CZombie::SelectSchedule ( void )
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{
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if( HasCondition( COND_PHYSICS_DAMAGE ) && !m_ActBusyBehavior.IsActive() )
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{
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return SCHED_FLINCH_PHYSICS;
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}
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return BaseClass::SelectSchedule();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sound of a footstep
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//-----------------------------------------------------------------------------
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void CZombie::FootstepSound( bool fRightFoot )
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{
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if( fRightFoot )
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{
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EmitSound( "Zombie.FootstepRight" );
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}
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else
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{
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EmitSound( "Zombie.FootstepLeft" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sound of a foot sliding/scraping
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//-----------------------------------------------------------------------------
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void CZombie::FootscuffSound( bool fRightFoot )
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{
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if( fRightFoot )
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{
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EmitSound( "Zombie.ScuffRight" );
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}
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else
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{
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EmitSound( "Zombie.ScuffLeft" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Play a random attack hit sound
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//-----------------------------------------------------------------------------
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void CZombie::AttackHitSound( void )
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{
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EmitSound( "Zombie.AttackHit" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Play a random attack miss sound
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//-----------------------------------------------------------------------------
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void CZombie::AttackMissSound( void )
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{
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// Play a random attack miss sound
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EmitSound( "Zombie.AttackMiss" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CZombie::PainSound( const CTakeDamageInfo &info )
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{
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// We're constantly taking damage when we are on fire. Don't make all those noises!
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if ( IsOnFire() )
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{
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return;
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}
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EmitSound( "Zombie.Pain" );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CZombie::DeathSound( const CTakeDamageInfo &info )
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{
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EmitSound( "Zombie.Die" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CZombie::AlertSound( void )
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{
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EmitSound( "Zombie.Alert" );
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// Don't let a moan sound cut off the alert sound.
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m_flNextMoanSound += random->RandomFloat( 2.0, 4.0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns a moan sound for this class of zombie.
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//-----------------------------------------------------------------------------
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const char *CZombie::GetMoanSound( int nSound )
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{
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return pMoanSounds[ nSound % ARRAYSIZE( pMoanSounds ) ];
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}
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//-----------------------------------------------------------------------------
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// Purpose: Play a random idle sound.
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//-----------------------------------------------------------------------------
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void CZombie::IdleSound( void )
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{
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if( GetState() == NPC_STATE_IDLE && random->RandomFloat( 0, 1 ) == 0 )
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{
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// Moan infrequently in IDLE state.
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return;
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}
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if( IsSlumped() )
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{
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// Sleeping zombies are quiet.
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return;
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}
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EmitSound( "Zombie.Idle" );
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MakeAISpookySound( 360.0f );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Play a random attack sound.
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//-----------------------------------------------------------------------------
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void CZombie::AttackSound( void )
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{
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EmitSound( "Zombie.Attack" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the classname (ie "npc_headcrab") to spawn when our headcrab bails.
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//-----------------------------------------------------------------------------
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const char *CZombie::GetHeadcrabClassname( void )
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{
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return "npc_headcrab";
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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const char *CZombie::GetHeadcrabModel( void )
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{
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return "models/headcrabclassic.mdl";
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *CZombie::GetLegsModel( void )
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|
{
|
||
|
return "models/zombie/classic_legs.mdl";
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CZombie::GetTorsoModel( void )
|
||
|
{
|
||
|
return "models/zombie/classic_torso.mdl";
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
void CZombie::SetZombieModel( void )
|
||
|
{
|
||
|
Hull_t lastHull = GetHullType();
|
||
|
|
||
|
if ( m_fIsTorso )
|
||
|
{
|
||
|
SetModel( "models/zombie/classic_torso.mdl" );
|
||
|
SetHullType( HULL_TINY );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetModel( "models/zombie/classic.mdl" );
|
||
|
SetHullType( HULL_HUMAN );
|
||
|
}
|
||
|
|
||
|
SetBodygroup( ZOMBIE_BODYGROUP_HEADCRAB, !m_fIsHeadless );
|
||
|
|
||
|
SetHullSizeNormal( true );
|
||
|
SetDefaultEyeOffset();
|
||
|
SetActivity( ACT_IDLE );
|
||
|
|
||
|
// hull changed size, notify vphysics
|
||
|
// UNDONE: Solve this generally, systematically so other
|
||
|
// NPCs can change size
|
||
|
if ( lastHull != GetHullType() )
|
||
|
{
|
||
|
if ( VPhysicsGetObject() )
|
||
|
{
|
||
|
SetupVPhysicsHull();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
// Classic zombie only uses moan sound if on fire.
|
||
|
//---------------------------------------------------------
|
||
|
void CZombie::MoanSound( envelopePoint_t *pEnvelope, int iEnvelopeSize )
|
||
|
{
|
||
|
if( IsOnFire() )
|
||
|
{
|
||
|
BaseClass::MoanSound( pEnvelope, iEnvelopeSize );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
bool CZombie::ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold )
|
||
|
{
|
||
|
if( IsSlumped() )
|
||
|
{
|
||
|
// Never break apart a slouched zombie. This is because the most fun
|
||
|
// slouched zombies to kill are ones sleeping leaning against explosive
|
||
|
// barrels. If you break them in half in the blast, the force of being
|
||
|
// so close to the explosion makes the body pieces fly at ridiculous
|
||
|
// velocities because the pieces weigh less than the whole.
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return BaseClass::ShouldBecomeTorso( info, flDamageThreshold );
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
void CZombie::GatherConditions( void )
|
||
|
{
|
||
|
BaseClass::GatherConditions();
|
||
|
|
||
|
static int conditionsToClear[] =
|
||
|
{
|
||
|
COND_BLOCKED_BY_DOOR,
|
||
|
COND_DOOR_OPENED,
|
||
|
COND_ZOMBIE_CHARGE_TARGET_MOVED,
|
||
|
};
|
||
|
|
||
|
ClearConditions( conditionsToClear, ARRAYSIZE( conditionsToClear ) );
|
||
|
|
||
|
if ( m_hBlockingDoor == NULL ||
|
||
|
( m_hBlockingDoor->m_toggle_state == TS_AT_TOP ||
|
||
|
m_hBlockingDoor->m_toggle_state == TS_GOING_UP ) )
|
||
|
{
|
||
|
ClearCondition( COND_BLOCKED_BY_DOOR );
|
||
|
if ( m_hBlockingDoor != NULL )
|
||
|
{
|
||
|
SetCondition( COND_DOOR_OPENED );
|
||
|
m_hBlockingDoor = NULL;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
SetCondition( COND_BLOCKED_BY_DOOR );
|
||
|
|
||
|
if ( ConditionInterruptsCurSchedule( COND_ZOMBIE_CHARGE_TARGET_MOVED ) )
|
||
|
{
|
||
|
if ( GetNavigator()->IsGoalActive() )
|
||
|
{
|
||
|
const float CHARGE_RESET_TOLERANCE = 60.0;
|
||
|
if ( !GetEnemy() ||
|
||
|
( m_vPositionCharged - GetEnemyLKP() ).Length() > CHARGE_RESET_TOLERANCE )
|
||
|
{
|
||
|
SetCondition( COND_ZOMBIE_CHARGE_TARGET_MOVED );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
|
||
|
int CZombie::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
|
||
|
{
|
||
|
if ( HasCondition( COND_BLOCKED_BY_DOOR ) && m_hBlockingDoor != NULL )
|
||
|
{
|
||
|
ClearCondition( COND_BLOCKED_BY_DOOR );
|
||
|
if ( m_NextTimeToStartDoorBash.Expired() && failedSchedule != SCHED_ZOMBIE_BASH_DOOR )
|
||
|
return SCHED_ZOMBIE_BASH_DOOR;
|
||
|
m_hBlockingDoor = NULL;
|
||
|
}
|
||
|
|
||
|
if ( failedSchedule != SCHED_ZOMBIE_CHARGE_ENEMY &&
|
||
|
IsPathTaskFailure( taskFailCode ) &&
|
||
|
random->RandomInt( 1, 100 ) < 50 )
|
||
|
{
|
||
|
return SCHED_ZOMBIE_CHARGE_ENEMY;
|
||
|
}
|
||
|
|
||
|
if ( failedSchedule != SCHED_ZOMBIE_WANDER_ANGRILY &&
|
||
|
( failedSchedule == SCHED_TAKE_COVER_FROM_ENEMY ||
|
||
|
failedSchedule == SCHED_CHASE_ENEMY_FAILED ) )
|
||
|
{
|
||
|
return SCHED_ZOMBIE_WANDER_ANGRILY;
|
||
|
}
|
||
|
|
||
|
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
|
||
|
int CZombie::TranslateSchedule( int scheduleType )
|
||
|
{
|
||
|
if ( scheduleType == SCHED_COMBAT_FACE && IsUnreachable( GetEnemy() ) )
|
||
|
return SCHED_TAKE_COVER_FROM_ENEMY;
|
||
|
|
||
|
if ( !m_fIsTorso && scheduleType == SCHED_FAIL )
|
||
|
return SCHED_ZOMBIE_FAIL;
|
||
|
|
||
|
return BaseClass::TranslateSchedule( scheduleType );
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
|
||
|
Activity CZombie::NPC_TranslateActivity( Activity newActivity )
|
||
|
{
|
||
|
newActivity = BaseClass::NPC_TranslateActivity( newActivity );
|
||
|
|
||
|
if ( newActivity == ACT_RUN )
|
||
|
return ACT_WALK;
|
||
|
|
||
|
if ( m_fIsTorso && ( newActivity == ACT_ZOMBIE_TANTRUM ) )
|
||
|
return ACT_IDLE;
|
||
|
|
||
|
return newActivity;
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
void CZombie::OnStateChange( NPC_STATE OldState, NPC_STATE NewState )
|
||
|
{
|
||
|
BaseClass::OnStateChange( OldState, NewState );
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
|
||
|
void CZombie::StartTask( const Task_t *pTask )
|
||
|
{
|
||
|
switch( pTask->iTask )
|
||
|
{
|
||
|
case TASK_ZOMBIE_EXPRESS_ANGER:
|
||
|
{
|
||
|
if ( random->RandomInt( 1, 4 ) == 2 )
|
||
|
{
|
||
|
SetIdealActivity( (Activity)ACT_ZOMBIE_TANTRUM );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
TaskComplete();
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
case TASK_ZOMBIE_YAW_TO_DOOR:
|
||
|
{
|
||
|
AssertMsg( m_hBlockingDoor != NULL, "Expected condition handling to break schedule before landing here" );
|
||
|
if ( m_hBlockingDoor != NULL )
|
||
|
{
|
||
|
GetMotor()->SetIdealYaw( m_flDoorBashYaw );
|
||
|
}
|
||
|
TaskComplete();
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
case TASK_ZOMBIE_ATTACK_DOOR:
|
||
|
{
|
||
|
m_DurationDoorBash.Reset();
|
||
|
SetIdealActivity( SelectDoorBash() );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
case TASK_ZOMBIE_CHARGE_ENEMY:
|
||
|
{
|
||
|
if ( !GetEnemy() )
|
||
|
TaskFail( FAIL_NO_ENEMY );
|
||
|
else if ( GetNavigator()->SetVectorGoalFromTarget( GetEnemy()->GetLocalOrigin() ) )
|
||
|
{
|
||
|
m_vPositionCharged = GetEnemy()->GetLocalOrigin();
|
||
|
TaskComplete();
|
||
|
}
|
||
|
else
|
||
|
TaskFail( FAIL_NO_ROUTE );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
default:
|
||
|
BaseClass::StartTask( pTask );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
|
||
|
void CZombie::RunTask( const Task_t *pTask )
|
||
|
{
|
||
|
switch( pTask->iTask )
|
||
|
{
|
||
|
case TASK_ZOMBIE_ATTACK_DOOR:
|
||
|
{
|
||
|
if ( IsActivityFinished() )
|
||
|
{
|
||
|
if ( m_DurationDoorBash.Expired() )
|
||
|
{
|
||
|
TaskComplete();
|
||
|
m_NextTimeToStartDoorBash.Reset();
|
||
|
}
|
||
|
else
|
||
|
ResetIdealActivity( SelectDoorBash() );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
case TASK_ZOMBIE_CHARGE_ENEMY:
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
case TASK_ZOMBIE_EXPRESS_ANGER:
|
||
|
{
|
||
|
if ( IsActivityFinished() )
|
||
|
{
|
||
|
TaskComplete();
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
default:
|
||
|
BaseClass::RunTask( pTask );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
|
||
|
bool CZombie::OnObstructingDoor( AILocalMoveGoal_t *pMoveGoal, CBaseDoor *pDoor,
|
||
|
float distClear, AIMoveResult_t *pResult )
|
||
|
{
|
||
|
if ( BaseClass::OnObstructingDoor( pMoveGoal, pDoor, distClear, pResult ) )
|
||
|
{
|
||
|
if ( IsMoveBlocked( *pResult ) && pMoveGoal->directTrace.vHitNormal != vec3_origin )
|
||
|
{
|
||
|
m_hBlockingDoor = pDoor;
|
||
|
m_flDoorBashYaw = UTIL_VecToYaw( pMoveGoal->directTrace.vHitNormal * -1 );
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
|
||
|
Activity CZombie::SelectDoorBash()
|
||
|
{
|
||
|
if ( random->RandomInt( 1, 3 ) == 1 )
|
||
|
return ACT_MELEE_ATTACK1;
|
||
|
return (Activity)ACT_ZOMBIE_WALLPOUND;
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
// Zombies should scream continuously while burning, so long
|
||
|
// as they are alive... but NOT IN GERMANY!
|
||
|
//---------------------------------------------------------
|
||
|
void CZombie::Ignite( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner )
|
||
|
{
|
||
|
if( !IsOnFire() && IsAlive() )
|
||
|
{
|
||
|
BaseClass::Ignite( flFlameLifetime, bNPCOnly, flSize, bCalledByLevelDesigner );
|
||
|
|
||
|
if ( !UTIL_IsLowViolence() )
|
||
|
{
|
||
|
RemoveSpawnFlags( SF_NPC_GAG );
|
||
|
|
||
|
MoanSound( envZombieMoanIgnited, ARRAYSIZE( envZombieMoanIgnited ) );
|
||
|
|
||
|
if ( m_pMoanSound )
|
||
|
{
|
||
|
ENVELOPE_CONTROLLER.SoundChangePitch( m_pMoanSound, 120, 1.0 );
|
||
|
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pMoanSound, 1, 1.0 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
// If a zombie stops burning and hasn't died, quiet him down
|
||
|
//---------------------------------------------------------
|
||
|
void CZombie::Extinguish()
|
||
|
{
|
||
|
if( m_pMoanSound )
|
||
|
{
|
||
|
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pMoanSound, 0, 2.0 );
|
||
|
ENVELOPE_CONTROLLER.SoundChangePitch( m_pMoanSound, 100, 2.0 );
|
||
|
m_flNextMoanSound = gpGlobals->curtime + random->RandomFloat( 2.0, 4.0 );
|
||
|
}
|
||
|
|
||
|
BaseClass::Extinguish();
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
int CZombie::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
|
||
|
{
|
||
|
#ifndef HL2_EPISODIC
|
||
|
if ( inputInfo.GetDamageType() & DMG_BUCKSHOT )
|
||
|
{
|
||
|
if( !m_fIsTorso && inputInfo.GetDamage() > (m_iMaxHealth/3) )
|
||
|
{
|
||
|
// Always flinch if damaged a lot by buckshot, even if not shot in the head.
|
||
|
// The reason for making sure we did at least 1/3rd of the zombie's max health
|
||
|
// is so the zombie doesn't flinch every time the odd shotgun pellet hits them,
|
||
|
// and so the maximum number of times you'll see a zombie flinch like this is 2.(sjb)
|
||
|
AddGesture( ACT_GESTURE_FLINCH_HEAD );
|
||
|
}
|
||
|
}
|
||
|
#endif // HL2_EPISODIC
|
||
|
|
||
|
return BaseClass::OnTakeDamage_Alive( inputInfo );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CZombie::IsHeavyDamage( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
#ifdef HL2_EPISODIC
|
||
|
if ( info.GetDamageType() & DMG_BUCKSHOT )
|
||
|
{
|
||
|
if ( !m_fIsTorso && info.GetDamage() > (m_iMaxHealth/3) )
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Randomly treat all damage as heavy
|
||
|
if ( info.GetDamageType() & (DMG_BULLET | DMG_BUCKSHOT) )
|
||
|
{
|
||
|
// Don't randomly flinch if I'm melee attacking
|
||
|
if ( !HasCondition(COND_CAN_MELEE_ATTACK1) && (RandomFloat() > 0.5) )
|
||
|
{
|
||
|
// Randomly forget I've flinched, so that I'll be forced to play a big flinch
|
||
|
// If this doesn't happen, it means I may not fully flinch if I recently flinched
|
||
|
if ( RandomFloat() > 0.75 )
|
||
|
{
|
||
|
Forget(bits_MEMORY_FLINCHED);
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
#endif // HL2_EPISODIC
|
||
|
|
||
|
return BaseClass::IsHeavyDamage(info);
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
#define ZOMBIE_SQUASH_MASS 300.0f // Anything this heavy or heavier squashes a zombie good. (show special fx)
|
||
|
bool CZombie::IsSquashed( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
if( GetHealth() > 0 )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if( info.GetDamageType() & DMG_CRUSH )
|
||
|
{
|
||
|
IPhysicsObject *pCrusher = info.GetInflictor()->VPhysicsGetObject();
|
||
|
if( pCrusher && pCrusher->GetMass() >= ZOMBIE_SQUASH_MASS && info.GetInflictor()->WorldSpaceCenter().z > EyePosition().z )
|
||
|
{
|
||
|
// This heuristic detects when a zombie has been squashed from above by a heavy
|
||
|
// item. Done specifically so we can add gore effects to Ravenholm cartraps.
|
||
|
// The zombie must take physics damage from a 300+kg object that is centered above its eyes (comes from above)
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
void CZombie::BuildScheduleTestBits( void )
|
||
|
{
|
||
|
BaseClass::BuildScheduleTestBits();
|
||
|
|
||
|
if( !m_fIsTorso && !IsCurSchedule( SCHED_FLINCH_PHYSICS ) && !m_ActBusyBehavior.IsActive() )
|
||
|
{
|
||
|
SetCustomInterruptCondition( COND_PHYSICS_DAMAGE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//=============================================================================
|
||
|
|
||
|
AI_BEGIN_CUSTOM_NPC( npc_zombie, CZombie )
|
||
|
|
||
|
DECLARE_CONDITION( COND_BLOCKED_BY_DOOR )
|
||
|
DECLARE_CONDITION( COND_DOOR_OPENED )
|
||
|
DECLARE_CONDITION( COND_ZOMBIE_CHARGE_TARGET_MOVED )
|
||
|
|
||
|
DECLARE_TASK( TASK_ZOMBIE_EXPRESS_ANGER )
|
||
|
DECLARE_TASK( TASK_ZOMBIE_YAW_TO_DOOR )
|
||
|
DECLARE_TASK( TASK_ZOMBIE_ATTACK_DOOR )
|
||
|
DECLARE_TASK( TASK_ZOMBIE_CHARGE_ENEMY )
|
||
|
|
||
|
DECLARE_ACTIVITY( ACT_ZOMBIE_TANTRUM );
|
||
|
DECLARE_ACTIVITY( ACT_ZOMBIE_WALLPOUND );
|
||
|
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ZOMBIE_BASH_DOOR,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_ZOMBIE_TANTRUM"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_TAKE_COVER_FROM_ENEMY"
|
||
|
" TASK_ZOMBIE_YAW_TO_DOOR 0"
|
||
|
" TASK_FACE_IDEAL 0"
|
||
|
" TASK_ZOMBIE_ATTACK_DOOR 0"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
" COND_ZOMBIE_RELEASECRAB"
|
||
|
" COND_ENEMY_DEAD"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_DOOR_OPENED"
|
||
|
)
|
||
|
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ZOMBIE_WANDER_ANGRILY,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_WANDER 480240" // 48 units to 240 units.
|
||
|
" TASK_WALK_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 4"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
" COND_ZOMBIE_RELEASECRAB"
|
||
|
" COND_ENEMY_DEAD"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_DOOR_OPENED"
|
||
|
)
|
||
|
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ZOMBIE_CHARGE_ENEMY,
|
||
|
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_ZOMBIE_CHARGE_ENEMY 0"
|
||
|
" TASK_WALK_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ZOMBIE_TANTRUM" /* placeholder until frustration/rage/fence shake animation available */
|
||
|
""
|
||
|
" Interrupts"
|
||
|
" COND_ZOMBIE_RELEASECRAB"
|
||
|
" COND_ENEMY_DEAD"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_DOOR_OPENED"
|
||
|
" COND_ZOMBIE_CHARGE_TARGET_MOVED"
|
||
|
)
|
||
|
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ZOMBIE_FAIL,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_ZOMBIE_TANTRUM"
|
||
|
" TASK_WAIT 1"
|
||
|
" TASK_WAIT_PVS 0"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
" COND_CAN_RANGE_ATTACK1 "
|
||
|
" COND_CAN_RANGE_ATTACK2 "
|
||
|
" COND_CAN_MELEE_ATTACK1 "
|
||
|
" COND_CAN_MELEE_ATTACK2"
|
||
|
" COND_GIVE_WAY"
|
||
|
" COND_DOOR_OPENED"
|
||
|
)
|
||
|
|
||
|
AI_END_CUSTOM_NPC()
|
||
|
|
||
|
//=============================================================================
|